Contains textures related to each other.
Esempio n. 1
0
        /// <summary>
        /// Initializes application.
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();

            TexturePack pack = new TexturePack();

            pack.Color = LoadTexture(@"Textures\tex_detail_color.dds");
            pack.Bump  = LoadTexture(@"Textures\tex_detail_bump.dds");
            textures.Add(pack);

            for (int i = 1; i <= 19; i++)
            {
                pack       = new TexturePack();
                pack.Color = LoadTexture(@"Textures\tex_" + i + @"_color.dds");
                pack.Bump  = LoadTexture(@"Textures\tex_" + i + @"_bump.dds");
                pack.Disp  = LoadTexture(@"Textures\tex_" + i + @"_disp.dds");
                textures.Add(pack);
            }

            voxelTerrain = new VoxelMesh(graphicsDevice, camera);

            VoxelMeshSettings settings = voxelTerrain.Container.Settings;

            settings.DetailTexture          = textures[0];
            settings.Texture1               = textures[1];
            settings.Texture2               = textures[2];
            settings.Texture3               = textures[3];
            voxelTerrain.Container.Settings = settings;

            skyCube = new SkyCube(graphicsDevice, camera);
        }
Esempio n. 2
0
        /// <summary>
        /// Initializes application.
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();

            TexturePack pack = new TexturePack();
            pack.Color = LoadTexture(@"Textures\tex_detail_color.dds");
            pack.Bump = LoadTexture(@"Textures\tex_detail_bump.dds");
            textures.Add(pack);

            for (int i = 1; i <= 19; i++)
            {
                pack = new TexturePack();
                pack.Color = LoadTexture(@"Textures\tex_" + i + @"_color.dds");
                pack.Bump = LoadTexture(@"Textures\tex_" + i + @"_bump.dds");
                pack.Disp = LoadTexture(@"Textures\tex_" + i + @"_disp.dds");
                textures.Add(pack);
            }

            voxelTerrain = new VoxelMesh(graphicsDevice, camera);

            VoxelMeshSettings settings = voxelTerrain.Container.Settings;
            settings.DetailTexture = textures[0];
            settings.Texture1 = textures[1];
            settings.Texture2 = textures[2];
            settings.Texture3 = textures[3];
            voxelTerrain.Container.Settings = settings;

            skyCube = new SkyCube(graphicsDevice, camera);
        }
Esempio n. 3
0
 public VoxelMeshSettings(Device graphicsDevice)
 {
     AmbientSamplesCount = 16;
     AmbientRayWidth     = 20;
     DiffuseLight1       = new Vector3(-1, -1, -1);
     DiffuseLight2       = new Vector3(1, -1, -1);
     DiffuseLight3       = new Vector3(-1, -1, 1);
     TextureCoordinates  = new Vector4(32, 32, 32, 1);
     DisplacementPower   = new Vector3(1, 1, 1);
     ColorizationTexture = new NoiseCube(16, 16, 16).ToTexture3D(graphicsDevice);
     BumpPower           = new Vector4(1, 1, 1, 1);
     TessellationFactor  = new Vector4(1, 8, 15, 30);
     LevelOfDetail       = 1;
     DiffuseIntensity    = new Vector3(1, 1, 1);
     SpecularIntensity   = new Vector3(1, 1, 1);
     SpecularRange       = new Vector3(8, 8, 8);
     FogSettings         = new Vector2(25, 100);
     Texture1            = new TexturePack();
     Texture2            = new TexturePack();
     Texture3            = new TexturePack();
     DetailTexture       = new TexturePack();
     FogTexture          = null;
 }
Esempio n. 4
0
 public VoxelMeshSettings(Device graphicsDevice)
 {
     AmbientSamplesCount = 16;
     AmbientRayWidth = 20;
     DiffuseLight1 = new Vector3(-1, -1, -1);
     DiffuseLight2 = new Vector3(1, -1, -1);
     DiffuseLight3 = new Vector3(-1, -1, 1);
     TextureCoordinates = new Vector4(32, 32, 32, 1);
     DisplacementPower = new Vector3(1, 1, 1);
     ColorizationTexture = new NoiseCube(16, 16, 16).ToTexture3D(graphicsDevice);
     BumpPower = new Vector4(1, 1, 1, 1);
     TessellationFactor = new Vector4(1, 8, 15, 30);
     LevelOfDetail = 1;
     DiffuseIntensity = new Vector3(1, 1, 1);
     SpecularIntensity = new Vector3(1, 1, 1);
     SpecularRange = new Vector3(8, 8, 8);
     FogSettings = new Vector2(25, 100);
     Texture1 = new TexturePack();
     Texture2 = new TexturePack();
     Texture3 = new TexturePack();
     DetailTexture = new TexturePack();
     FogTexture = null;
 }